Jump to content
Dustloop Forums

Recommended Posts

Posted (edited)
What is the best punish combo vs BD of yu with yu ?

In middle screen and corner ?

for mid screen try CH 214A>2B>5B>5C>214D(2600)>236236C/D(3400) or 214214C(3620/50heat)

for corners try FC 2C>214B>j.C>j.214B>2B>j.C>j.214B>2B(2hits)>5C>j.B>j.BB>j.B>j.C>j.214A(4100)>j.236236C/D(5090/50 heat)

or FC 2C>214B>j.C>j.214B>2B>j.C>j.214AB>2B>j.C>j.214B(4370)>j.236236C/D(5190/heat) or 214214C/D (5320/50heat)

also works for others if timed correctly

Edited by darkpath
  • Replies 303
  • Created
  • Last Reply

Top Posters In This Topic

Posted
What is the best punish combo vs BD of yu with yu ?

In middle screen and corner ?

If he has meter, run under him before he lands to avoid cancels to supers, then punish the same ways.

Posted (edited)
I think I posted that 214B was slightly down on block. This is wrong, the move is slightly plus. That makes it actually good.

Yeah every time I've tried 5A after it, it wins unless they DP. I think it's a good move to use on occasion, maybe more in certain match ups. The reward on hit is great, especially CH, and it's even good on block.

But obviously they can react to it in some situations and DP/dodge/whatever so it's not to be used excessively.

that reminds me, you can use it up close after 5D as a lol cross up 5DD, I haven't really done this much in matches so I can't say how effective it is. But in theory it does cross over pretty quick and maybe they would think it was a short dive at first.

Edited by VR-Raiden
Posted
Yeah every time I've tried 5A after it, it wins unless they DP. I think it's a good move to use on occasion, maybe more in certain match ups. The reward on hit is great, especially CH, and it's even good on block.

But obviously they can react to it in some situations and DP/dodge/whatever so it's not to be used excessively.

I agree with this..

Wait does this mean that it's safe to use in an Oki for it's plus on block?

Posted

Wait does this mean that it's safe to use in an Oki for it's plus on block?

I have gotten away with it to restart pressure after getting my initial 5D mix up blocked, but I don't know if there's a way to do it without there being a gap, so I've been DP'd out of it before too.

Posted

How does one utilize his divekick? Is it just a gimmick? I know I read here that it destroys Naoto's traps...but what other use is there for it? So far I have found it catching people off guard to get a counterhit into an easy combo. Otherwise it comes out too slow for anything I can think of. It is kinda interesting to use it control Yu's air movement though.

Posted
How does one utilize his divekick? Is it just a gimmick? I know I read here that it destroys Naoto's traps...but what other use is there for it? So far I have found it catching people off guard to get a counterhit into an easy combo. Otherwise it comes out too slow for anything I can think of. It is kinda interesting to use it control Yu's air movement though.

Sometimes I use it for empty jumps>2A and it's a good mixup if you set 5D, also it's really useful at super jumps and double jumps if you're both at air as it's really high priority at max height.. At some point you end a combo with j.2A you can cancel it to j.D for a continued pressure..

Yeah it's really nice for utilizing Yu's air movement :)

Posted

Stuff like 2B jump j.2A can be a good frame trap. His divekick is definitely useful if you can land that counterhit.

3 hit 5D -> 214B is a true blockstring but that's not the best use of 214B. Honestly I think the best way to use it is for greedy "get back in there" blockstrings or "forget footsies, I hope they don't 2B me." You need to use this move sometimes, if you do stuff like 214C instead occasionally you can start getting away with stuff that feels really greedy, like 2B IAD crossup j.b.

You can use j.2A in throw baits because throws are in counter-hit state after whiff, and a crouching throw gives you a throw.

Posted

Hi guys, I'm wondering what might be a good oki after I land a 214D knockdown in the corner? (no meter for OMC / super)

I usually wait for a little while then try to synchronize timing 2C with their wake-up, but it doesn't do very well. Thanks!

Posted
Hi guys, I'm wondering what might be a good oki after I land a 214D knockdown in the corner? (no meter for OMC / super)

I usually wait for a little while then try to synchronize timing 2C with their wake-up, but it doesn't do very well. Thanks!

j.b as a safe jump works well. I know it's actually a real safe jump after 214C if you run jump j.b, even midscreen, I'm not sure about 214D.
Posted
Hi guys, I'm wondering what might be a good oki after I land a 214D knockdown in the corner? (no meter for OMC / super)

I usually wait for a little while then try to synchronize timing 2C with their wake-up, but it doesn't do very well. Thanks!

off 214D in corner you can't get safe jump j.B like off 214C, but you can go for a meaty 214A/A+B, move in and apply pressure, sit back and bait them trying to escape corner, etc. The oki is pretty good if it ends in the corner, midscreen it's not an ideal knockdown.

Posted (edited)

Well, heres a really general p1 breakdown ranging from best to worst

5C, 236C, 236CD,

2B, 2AB, jA, jB, jBB, j2A, 236D

5A, 5B, 214A, 214AB, j214A, j214B, j214AB

5D, 5DD, jC, jD

2A, 2C, 214D, 214CD

214C

214B

BD

AoA, CD

i feel like im forgetting something...

Edited by not_lunaris
Posted

hah, you would think that fatals like 214B and 2C would have awesome P1...

And you forgot Throw, which is by far the worst of them all

Posted (edited)

Its actually the same as AoA. Also repeat proration in this game doesnt seem to affect damage, just hitstun, correct?

edit: welp, its subsequent damage. i dunno why i posted that, i felt like i knew that a long time ago

Edited by not_lunaris
Posted

Well, heres a really general p2 breakdown ranging from best to worst

5AA, 5B, 2B, 2A, 5C, 214A, 214D, 214CD, 236C, j214A, j214B, j214AB, 214AB, BD, 2AB, j2A, jA, jB, jBB

5A, jC, 5D, 5DD, jD

236D,214B

214C

2C,5AAA

AoA

i feel like im forgetting something...

these should be mostly accurate? i dont fully understand the hit count aspect of the proration system but for the most part these are reasonably constant.

as for SMP i know for sure 5B and 2B have it, air dives (not sure about ex) but thats about it.

Posted (edited)

lol holy crap, those IADs look like they have to be inputted so quickly in order to pull that off

Edit: Nvm it's not as hard as i imagined. was able to get it pretty consistently in training mode but I haven't gotten a chance to actually try it on anyone yet

Edited by Phong
Posted

Ok, is Raging Lion A safe on block or depends?

I kinda think that meaty B version is plus on block, namely after 214C, but heck it's unsafe because it's easy to react against.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...